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The Maritime System - Book 4/4 - Naval Combat

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Naval Combat

The Maritime System [Book 4/4]

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The Maritime System [1/4] - Introduction - The overview of reasons to use ships

 

The Maritime System [2/4] - General Ship Mechanics - The description of how ships in LOTC operate in The Maritime System

The Maritime System [3/4] - Trade Ship Mechanics - The description & operation of Tradeships in The Maritime System

 

 

The Maritime System [4/4] - Naval Combat Mechanics - The description & operation of Warships in The Maritime System

 

[*] - Value or mechanic is negotiable, not integral to the system and can be easily changed based on community contribution. See the bottom of this post for an overview of the mechanics that can be easily changed if desired.

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[4/4]-Section 1: Naval Casus Belli - 

[Independence of Conflict principle]

The Independence of conflict principle establishes that groups using conflict on each other in the sea do not have to elaborate conflict on land. Extending from this, nations and settlements may have wars on the sea and peace on land, as well as war on land and peace (including trade) at sea; however unlikely it is, its allowed. Unlike on land, Naval conflicts can be started and stopped at any time according to the wishes of the characters who control the ships.

 

Domination: The goal of this war is to completely control the Docks & Harbors of the enemy by blockading all of their ports. Conditions for defeat & white peace are simple, but in order to achieve victory, both victory conditions must be met.

Victory Conditions: (1) Attacking navy is actively blockading every Dock & Harbor owned by the defender and (2) At least one naval engagement has been won by attacker.

White-Peace Conditions: (1) 4 irl days have passed with no (attempted) naval engagement between attackers and defenders. The war ends with no winner or loser. 

Defeat Conditions: (1) All ships sent to blockade enemy Docks are defeated, the war ends in favor of the defender.

Reward: (reference)[*4]

 

Ship Capture: The goal of this war is to win battles against enemy ships to capture them. This cb is only available between official realms. 

Victory Conditions: (1) Attacking navy wins each battle during the war.

White-Peace Conditions: (1) War automatically ends after the first loss of Attacking navy.

Defeat Conditions: (1) Attacking navy loses any battle during the war.

Reward: All ships defeated during Ship-Capture wars will be taken possession of by the navy that defeated it. Note; if captured ships cannot be stored in available space because of lack of infrastructure, the captured ships will be destroyed.

 

Embargo Action: Blockade an enemy’s Docks as punishment for doing trade against one’s interests. This takes the form of blockading the Docks of embargoed nations, and raiding their Tradeships within foreign ports. During these actions, privateers are sent to attack Tradeships, but risk capture if defeated.

 

Anti-Piracy: Pirate ships may be targeted and attacked at any time, so long as the pirates are willing to give battle.

 

After the completion of a war, tribute can be negotiated by both sides, but will not be externally enforced (however failure to pay tribute will have political consequences).

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[4/4]-Section 2: Combat Setup - 

Depending on the number of ships engaging, they will face eachother directly or slightly askew, the middle of the battle will always be centered at some point in the water. NOTE: It is recommended that ships not be wider than a maximum of 12-15 Blocks wide, because of the limitations of the #s text channel being 48 blocks. (Reference: [2/4]-[SECTION]) 

 

[Ship and Fleet arrangements]

  • [1v1]
  • AD_4nXeN6dgoMN63vql5JurtjZ1YWKLD8vtb3BhAFDgDbBJmJeXmLKZHadpwwRTndyg1MF0a4fF1IU9K-bD3F9AsvLhjweCTByBdmoA7dW__zc5CHsBnmjHD_ODA02g4H1lLObOw0DZwcv_quJB1P1IoZu5FB9U?key=iTR10ZphaWRLm1qk9wJCVw
  • [2v1]
  • AD_4nXcuLbsMjvXWpm4rlD5BnA6BPBtEb-SYk9xpKSQgMRN5B4odAZrOo5OegLPwCtu0Bxe3xbUbxswVBrlR3u2T1O-U21gVR7wNCajkO0ZVc7b7V_-33teIOvxtxfzWjeUylq0h4xtSRYAx0W7y37vAFp3vzgf_?key=iTR10ZphaWRLm1qk9wJCVw
  • [2v2]
  • AD_4nXejBaR6Zl8c_vqv61t7i_snth61GH7vQmSfySfvCDX8II91oSohhsjNtFPP3AlUP7KzIqeylAGyFZwx4u3o93X6yoh-iTQfu-2ZcmR3QBYMJ9eySMbzNADueJo9tVp63u8qf0X3a5s3_zVoNQQbppaV4aNu?key=iTR10ZphaWRLm1qk9wJCVw
  • [3v2]
  • AD_4nXfeZKNPVryaNUM08JwpjITBuMKppnxdHO-S_bMxMvIUySlw4cI7aT08bfj6FzfJCWCVswhzTeTOVbM6JVEoLdyApooAEfOttrtlPdpiH78b0d-qG9x3z6PIojeHj4VaeSLYNB3vJCrKc9c6JaKSnXHDDeZy?key=iTR10ZphaWRLm1qk9wJCVw
  • 3v3
  • AD_4nXfKFF7KwLLuvR4syerIUw93dtzx7-WxbqmX5RjHGPWqFfM9TM-VGg2W9SHYc17ZUisjS9SpeO6_Ddf-w5thFxxXyeZ5etlAXbfJ1shoYa52JS0izWzaAfv-NrqQ0dOLcdHpNO-Voo_SChpw62HkItoKP9ZP?key=iTR10ZphaWRLm1qk9wJCVw

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[4/4]-Section 3: Battle Mechanics

 

[Aspects]

Hull (Health): 

  • Indicated by the first column, on the left
  • The units of hull determine the ship’s ability to stay floating
  • If all units of hull are destroyed, Warships is defeated and removed from the engagement

Sails (Defense): 

  • Indicated by second column, in the middle
  • The units of sails determine the ship’s ability to dodge enemy attacks
  • Ships will roll for the defense second, during the enemy’s turn.
  • If all units of sails are destroyed, Warship can no longer defend from attacks

Cannons (Attack):

  • Indicated by the third column, on the right
  • The units of cannons determine the ship’s ability to attack and do damage to other ships
  • Ships will roll for the attack first, during their turn.
  • If all units of cannons are destroyed, Warships can no longer attack other ships
     

 

[Units]

Units are the pieces of wool that indicate the health of an aspect of the ship. They come in 3 forms; Green (30hp), Yellow (20hp), and Red (10hp). These units also affect the ability of the ship's aspects to function. When a captain rolls, the amount of possible damage given (or dodge success) depends on how many units are in the relevant aspects.

 

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[Display Boards]

In front of each ship, there will be a ‘Display Board’ which will have 3 columns (Hull, Sails, Cannons) and 3 rows. This is the first of 2 ways in which everyone will keep track of the status of friendly and enemy ships. 

[IMAGE] - Display Boards base

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The Perspective of the board overview is from the captains of the ships behind the boards. This means the display boards of the enemy will be oriented in the opposite direction. A simple rule to remember the orientation is ‘red on right’.
 

[IMAGE] - Display Boards labeled

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After each turn, the captain of the ship will end by giving the Status of the ship, which is the name of the ship, followed by the HP of each aspect. They do this through the following format; {[Ship Name] - Hull HP - Sails HP - Cannons HP}. This is done in the #shout channel. This is the second of 2 ways in which everyone will keep track of the status of friendly and enemy ships. 

 

[IMAGE] - Example A + B, New ship + Damaged ship

AD_4nXeCwjUYS14VNS0R_I2tst4IGW7en0WbpXC4wU4zzS5oFxvIjxwCbETDx03OTKxWuoT909oMyn0KCXHcUXMSvjeqwS23uRegzuTNvFqQU2IAKQVoIrT9h8JW9TtV1J_ZblPNsTt1nEMzjFKALqeSVp7Ud-7S?key=iTR10ZphaWRLm1qk9wJCVw

AD_4nXdF8GbEpqfXuhuHEgU4SSc-HmDNmgSIVT_SAf6PjgmQg0qb72HkEcTRhzhZNQw8VD0PQYdpHu5laoyFFAhasG_c08FgJeR6G_YVP8I2p_ERjCNZF-HEhC8_NllzQ9KeUG-kIZ61BbaTRMF08EGW7OOP1Hcu?key=iTR10ZphaWRLm1qk9wJCVw

{SS Baxton A: 90 - 90 - 90}

 

AD_4nXeX5d5HieeZBn7492P_p_ZEcrWwGEcQEnMIsaWdeZME-8BI2B_aOgoj3IhggNniWDfMtIZNY19b0gAlUgZ7X0tqpKn2YvyR01pLF8LPjK5THDDZEATnA7plIcIYnBFwpwMcaTvUUtb45hZpggKJqozwWPyh?key=iTR10ZphaWRLm1qk9wJCVw

AD_4nXfoOlijT4G6boZd8sVUHzcGouKQydWhMftcFc4Ti-XpSohyup43_btacT4OHnZqC3eMK5Q8ju2GnPop6z5nXVvw6f1D9NHP14N6J8FtqpwB7QLEZYqvx01S3qiymaWYeEy4CuFewH6g70IYtLZYLKHFwMB7?key=iTR10ZphaWRLm1qk9wJCVw

{SS Baxton B: 90 - 40 - 50}

 

[How Damage Works]

The damage which one ship gives to another is decided by the number of Cannons that ship has, multiplied by 4x the number of units it has in its Cannons column. This means;

Sloops will start with an attack roll of {3d12},

Frigates will start with {4d12}, and 

Galleys will start with {6d12} 

If, for example, 1 unit is depleted from each of their cannons, these values would be respectively {3d8}{4d8}{6d8}.

In the same way, Sails which are fully functional with 3 units may roll out of {12}, but Sails which only have 2 units may roll out of {8}, 1 unit restricts rolls of defense to {4}.
 

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[4/4]-Section 4: Rules & Combat Process (Simplified)-

 

[Rules]

- Ships may only attack 1 aspect at a time (either Hull, Sails, or Cannons).

- Ships must only roll for attack and defense according to how many units are in that column.

- Ship Captains must announce the status of their ship after their defense turn.

- Ship Captains are obligated to send their ship’s status when requested. This is to avoid confusion. This is called a ‘Clarification status’.

- {For Fleets} Multiple ships of a fleet may target only 1 ship of the other fleet. They are not limited to their direct opposite.

 

[Process]

 

  1. You (the captain with the first turn) will choose an aspect of the enemy ship/fleet, and roll for attack.
  2. The 2nd ship/fleet will roll for defense.
  3. The 2nd ship/fleet will adjust its display if needed.
  4. The 2nd ship/fleet will send it’s status.
  5. The 2nd ship/fleet will choose an aspect of your ship/fleet, and roll for attack.
  6. Your ship/fleet will roll for defense.
  7. Your ship/fleet will adjust its display if needed.
  8. Your ship/fleet will send it’s status.
  9. This process continues until all ships of one faction are defeated.


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[4/4]-Section 5: Combat Process (elaborated)

 

[1v1 combat process]

  1. Ship captains will roll out of 100. Higher roll takes the first turn. (hereafter marked ‘Ship-A’)[*1]
  2. Ship-A will select an aspect of Ship-B to fire upon (Hull, Sails, Cannons). 
  3. Ship-A will fire according to its units of canons.
    1. If Ship-A attack roll is higher, damage is done
    2. If Ship-B defense roll is higher, damage is not done
  4. Ship-B makes changes to their display (only if needed), and then sends its status.
  5. Ship-A‘s turn is ended

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  1. Ship-B will select an aspect of Ship-A to fire upon (Hull, Sails, Cannons). 
  2. Ship-B will fire according to its units of canons.
    1. If Ship-B attack roll is higher, damage is done
    2. If Ship-A defense roll is higher, damage is not done
  3. Ship-A makes changes to their display (only if needed), and then sends its status.
  4. Ship-B‘s turn is ended

 

{For fleet battles, ships take turns from left to right}

 

[Fleet Combat Process]

  1. Fleet Admirals will roll out of 100. Higher roll takes the first turn. (hereafter marked ‘Fleet-A’)[*1]
  2. The 1st ship of Fleet-A (named Ship-A1) selects the ship they wish to attack, then the aspect of that ship, then rolls to attack.
  3. If Ship-A1’s attack roll is higher, damage is done
  4. If Ship-B’s defense roll is higher, damage is not done
  5. Ship-B makes changes to their display (only if needed), and then sends its status.

 

  1. {Next Ship}
  2. The 2nd ship of Fleet-A (named Ship-A2) selects the ship they wish to attack, then the aspect of that ship, then rolls to attack.
  3. If Ship-A2’s attack roll is higher, damage is done
  4. If Ship-B’s defense roll is higher, damage is not done
  5. Ship-B makes changes to their display (only if needed), and then sends its status.

 

  1. {Next Ship}
  2. The 3rd ship of Fleet-A (named Ship-A3) selects the ship they wish to attack, then the aspect of that ship, then rolls to attack.
  3. If Ship-A3’s attack roll is higher, damage is done
  4. If Ship-B’s defense roll is higher, damage is not done
  5. Ship-B makes changes to their display (only if needed), and then sends its status.

 

  1. When all of the ships of Fleet-A have fired & received statuses from their targets, their turn is ended. The ships of  Fleet-B initiate their turn.

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[4/4]-Section 6: Boarding PVP - 

 

[Boarding]

After all ships of one side are defeated, the victorious navy may engage in boarding the ship for their loot. If boarding a Tradeship, the attacker’s ship may be seized by the defending navy, if the attempted attack fails.

Boarding pvp is considered successful and complete when there are no defending players on the ship, and at least 1 attacking player is on the boarded ship.

 

[Rules]

  • As always, Flagships not captured or sunk, but these can be boarded
  • If defenders flee the scene of the battle, attackers may chase them.
  • Defenders which leave the area of the battle cannot return to their ship
  • If the defenders win the boarding engagement, they may keep the gear of the killed attackers, but no change to the outcome of the battle will be applied.

 

[Process]

  1. (pre-requisite) All of the ships of the defending navy have been disabled.
  2. Captains have chosen statuses and prepared for pvp.
  3. Countdown is given and allowed to complete.
  4. Attacking sailors leave their ship attempting to gain access to the enemy ship and kill its crew.
  5. Crews fight until attackers either all die, or have killed the defenders. They may also return to their ship and give up the pvp.

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[4/4]-Section 7: After Battle - 

After a battle is done, the Victorious captains take their loot and return home after requesting the movement of the appropriate ships (or marking the coordinates for future requesting). 

 

[Defeat Cooldown]

  • Flagships will never be Captured or Sunk, but when defeated, will be available on the 14th day after their defeat.[*2]
  • Captured ships, when defeated, will be available 7 days after their capture. [*3]
  • Pirate Ships, when defeated, will be available 7 days after their defeat. [*3]
    • If a pirate ship attacks a Tradeships and is defeated, it may be captured if desired.

 

[Ship Defeat Consequences]

  • Standard Domination & Embargo wars
    • Ships which are destroyed during battle will be sunk.
  • Ship Capture wars
    • Any ship defeated in a ship-capture war may be added to the navy of the victorious captains. As always, flagships are invulnerable to this.
    • Destroyed ships owned by the victorious side will be considered disabled (not sunk), and will be subject to the same cooldown as captured ships.
  • Pirate battles
    • Pirate groups are limited to 1 ship each. Ships defeated and successfully boarded by them are sunk; since pirates are only allowed a single ship, the defeated ones cannot be captured. Their own ship also cannot be captured unless after a failed Tradeships raid.

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Community Tags

[*1] - This mechanic uses rolls out of 100 to decide who gets the first turn in a naval engagement. Other ways of deciding could also be used however; such as defender advantage, or smaller-number initiative.

 

[*2] - Flagships are intended to be non-sinkable, but still vulnerable to defeat. If they are defeated however, 2 weeks might be a long time to not be able to use it, perhaps 10 days would be more fitting.

 

[*3] - These times are purely example and can be (probably should be) changed.

 

[*4] - Since these wars are the most intense ones of their kind, reparations ought to be worked out strictly through rp, although general restrictions like execution of admirals can be approved or denied by community request.

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